attribute vec3 a_posL;
attribute vec2 a_v;
attribute vec3 a_normalL;

uniform mat4 u_transformMatrix;
uniform mat4 u_objMatrix;

varying vec2 v_uv;
varying vec3 v_normal;
varying vec3 v_pos;

void main()
{
	v_uv = a_v;
	gl_Position = u_transformMatrix*vec4(a_posL, 1.0);
	v_pos = (u_objMatrix*vec4(a_posL, 1.0)).xyz;	
	v_normal = normalize((u_objMatrix*vec4(a_normalL, 0.0)).xyz);	
}
  